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Shadow medium undead, chaotic evil 1/2 0 xp

  • Armor class 12
  • Hit points 16
  • Speed 40ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Stealth +4 (+6 in dim light or darkness)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, slashing, and piercing from nonmagical weapons that are not silvered

Condition Immunities: poison, necrotic

Senses: darkvision 60ft., passive Perception 10

Languages:

Challenge: 1/2 (0 xp)

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Bandit Captain medium humanoid, any 2 0 xp

  • Armor class 15
  • Hit points 65
  • Speed 30ft
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: passive perception 10

Languages: any

Challenge: 2 (0 xp)

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 6 (ld6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reaction:
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Berserker medium humanoid, any 2 0 xp

  • Armor class 13
  • Hit points 67
  • Speed 30ft
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive perception 10

Languages: any

Challenge: 2 (0 xp)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Chitine small monstrosity, chaotic evil 1/2 0 xp

  • Armor class 14
  • Hit points 18
  • Speed 30ft, climb 30ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Athletics +4, Stealth +4

Senses: darkvision 60 ft., passive Perception 10

Languages: undercommon

Challenge: 1/2 (0 xp)

Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.

Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.

Web Walker. The chitine ignores movement restrictions caused by webbing.

Actions

Multiattack. The chitine makes three attacks with its daggers.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.